import * as THREE from 'three'
export default class WaterMaterials {
  constructor() {
    const material = new THREE.ShaderMaterial({
      uniforms: {
        iTime: {
          value: 0,
        },
        resolution: {
          value: new THREE.Vector2(1, 1),
        },
      },
      side: THREE.DoubleSide,
      depthWrite: true,
      transparent: false,
      vertexShader: `varying vec2 vUv;
      void main() {
        vUv = uv;
        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
      }`,
      fragmentShader: `precision highp float;
      precision highp int;
      
      uniform float iTime;
      const vec3 color = vec3(0.0549,0.3804,0.8039);
      const vec2 uvScale = vec2(0.3525,0.3);
      const float brightness = 22.0;
      const float speed = 0.02;
      
      varying vec3 vNormal;
      varying vec2 vUv;
      
      vec3 mod289(vec3 x) {
        return x - floor(x * (1.0 / 289.0)) * 289.0;
      }
      
      vec4 mod289(vec4 x) {
        return x - floor(x * (1.0 / 289.0)) * 289.0;
      }
      
      vec4 permute(vec4 x) {
        return mod289(((x*34.0)+1.0)*x);
      }
      
      vec4 taylorInvSqrt(vec4 r) {
        return 1.79284291400159 - 0.85373472095314 * r;
      }
      
      vec3 fade(vec3 t) {
        return t*t*t*(t*(t*6.0-15.0)+10.0);
      }
      
      // Classic Perlin noise
      float cnoise(vec3 P) {
        vec3 Pi0 = floor(P); // Integer part for indexing
        vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
        Pi0 = mod289(Pi0);
        Pi1 = mod289(Pi1);
        vec3 Pf0 = fract(P); // Fractional part for interpolation
        vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
        vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
        vec4 iy = vec4(Pi0.yy, Pi1.yy);
        vec4 iz0 = Pi0.zzzz;
        vec4 iz1 = Pi1.zzzz;
      
        vec4 ixy = permute(permute(ix) + iy);
        vec4 ixy0 = permute(ixy + iz0);
        vec4 ixy1 = permute(ixy + iz1);
      
        vec4 gx0 = ixy0 * (1.0 / 7.0);
        vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
        gx0 = fract(gx0);
        vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
        vec4 sz0 = step(gz0, vec4(0.0));
        gx0 -= sz0 * (step(0.0, gx0) - 0.5);
        gy0 -= sz0 * (step(0.0, gy0) - 0.5);
      
        vec4 gx1 = ixy1 * (1.0 / 7.0);
        vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
        gx1 = fract(gx1); 
        vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
        vec4 sz1 = step(gz1, vec4(0.0)); 
        gx1 -= sz1 * (step(0.0, gx1) - 0.5);
        gy1 -= sz1 * (step(0.0, gy1) - 0.5);
      
        vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
        vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
        vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
        vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
        vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
        vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
        vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
        vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
      
        vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
        g000 *= norm0.x;
        g010 *= norm0.y;
        g100 *= norm0.z;
        g110 *= norm0.w;
        vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g011, g011)));
        g001 *= norm1.x;
        g011 *= norm1.y;
        g101 *= norm1.z;
        g111 *= norm1.w;
      
        float n000 = dot(g000, Pf0);
        float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
        float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
        float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
        float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
        float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
        float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
        float n111 = dot(g111, Pf1);
      
        vec3 fade_xyz = fade(Pf0);
        vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
        vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
        float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
        return 2.2 * n_xyz;
      }
      
      float surface3 ( vec3 coord ) {
      
          float frequency = 7.0;
          float n = 0.4;
      
          n -= 1.0    * abs( cnoise( coord * frequency ) );
          n -= 1.5    * abs( cnoise( coord * frequency * 4.0 ) );
          n -= 1.25   * abs( cnoise( coord * frequency * 4.0 ) );
      
          return clamp( n, -0.6, 1.0 );
      }
      
      #define PI 3.14159265358979323846264338327
      
      void main( void ) {
      
          vec2 uvMax = ( 2.0 * asin( sin( 2.0 * PI * vUv ) ) ) / PI;
          
          float n = surface3(vec3(uvMax * uvScale, iTime * speed));
      
          vec3 s = vec3( clamp( n, 0.0, 1.0 ) ) * color * brightness;
          gl_FragColor =  vec4(s, 1.0 );
      }
      `,
    })
    return material
  }
}
